Trinity:Corsair

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The Corsair originally appeared here, and is not my own work.

The Corsair
Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Skill Focus (Profession), Boarding Charge
2 +2 +3 +3 +0 Bonus Feat, Steel Liver
3 +3 +3 +3 +1
4 +4 +4 +4 +1 Bravado
5 +5 +4 +4 +1 Cannon's Demon +1d6
6 +6/+1 +5 +5 +2 Pirate With Style
7 +7/+2 +5 +5 +2
8 +8/+3 +6 +6 +2 Wit
9 +9/+4 +6 +6 +3 Crew
10 +10/5 +7 +7 +3 Cannon's Demon +2d6, Piracy
11 +11/+6/+1 +7 +7 +3
12 +12/+7/+2 +8 +8 +4 Piracy
13 +13/+8/+3 +8 +8 +4
14 +14/+9/+4 +9 +9 +4 Piracy
15 +15/+10/+5 +9 +9 +5 Cannon's Demon +3d6
16 +16/+11/+6/+1 +10 +10 +5 Piracy
17 +17/+12/+7/+2 +10 +10 +5
18 +18/+13/+8/+3 +11 +11 +6 Piracy
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 Cannon's Demon +4d6, Piracy

Corsair[edit]

The corsair is an expert on the sea. It is not that he is uncomfortable on land but he feels deeply powerful when he is on a ship.

Adventures: The corsair gives his life to the sea, he risks his life stealing other’s possessions, assaulting small (or big) cities, and spending his booty in one night of drinks and women. His only fatherland is the sea, his family their companions and his life usually ends when they are arrested (and probably hanged).

Characteristics: A corsair lives by assault, so he needs to be a good warrior in order to survive. But he also is a great navigator: no one can be so skillful, in all the ways, than a pirate on a ship.

Alignment: Their life consists of plundering, assaulting, and murdering, so corsairs are usually evil. There are neutral or chaotic neutral pirates that are not as bloody as the common ones, although their way of life also requires violence. Although very weird, there are also good pirates. These ones steal from the rich and usually give the profits to the people who really need that money, they usually don't kill their targets but have a lot of fun laughing at them in many ways. Good pirates also like adventuring and fighting tyrannical governments and oppressive laws, although legal good pirates are extremely rare. Legal pirates are usually privateers, and they follow orders from a kingdom, city, republic, confederation or any other system of government to do “legal” piracy for its profit.

Religion: Corsairs are not very religious. Those who pray usually worship gods of the wind, sea or war.

Background: Corsairs normally come from port cities and from families with very low incomes or oppressed ones, so they learn how to gain his life in the streets since kids, but sooner or later piracy comes into their lives as the best and funniest way to live.

Races: Humans tend to like the pirate’s style and are the most common race between them. Half-elves usually find their homes in a ship and feel comfortable between other pirates, where comradeship is more important than race. Other races can be also found between pirates, especially renegades (such elves that don’t follow traditions or dwarves disliking caves and mines) and evil creatures.

Other Classes: Depending of their alignment, corsairs get along well with many classes. Chaotic evil pirates like to team up with evil rogues and evil sorcerers (better if they know how to control the elements). On the other side, a neutral good pirate can team up with a paladin so they can bring freedom together to the most oppressed countries or villages.

Role: Although a corsair can be a very useful mate while adventuring on land due to his skills and combat abilities, he truly shines when sailing on a ship far away from the coast, where no law can stop him.

In Trinity: Though the corsair is traditionally a master of water-based crafts, they are not limited to just water-going vessels. A corsair may also partake of air travel, or even space travel. Also, Selkies are more likely to pick up the ways of the corsair, more than any other race.

Game Rule Information[edit]

Corsairs have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Charisma is very important for many of the corsair's special abilities, but also for his renown, reputation, self confidence and leadership if he wants to be a good captain. Dexterity is important for many skills and for having more success of surviving in a fight, as corsairs can only use light armor. As a combatant class, corsairs also benefit from a high Strength and Constitution.

Hit Die: d8.

Class Skills: The Corsair’s class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int), Listen (Per), Move Silently (Dex), Pilot (Dex), Profession (Wis), Search (Per), Sense Motive (Wis), Spot (Per), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at Each Level: 6 + Int.

Alignment: Any.

Starting Age: As a rogue.

Starting Gold: 6d4 x 10gp.

Favored By: Selkies.

Class Features[edit]

All of the following are class features of the corsair.

Weapon and Armor Proficiency: Corsairs are proficient with all simple and martial weapons, and with all basic firearms. Pirates are proficient with light armor, but not with shields.

Skill Focus (Profession): At 1st level, a corsair receives the feat Skill Focus in Profession (Navigator).

Boarding Charge (Ex): Corsairs can use the charge attack while swinging with a rope (or any other object that allows a pendulum-movement). In order to benefit from this ability, the corsair must grasp the rope with one hand and have a weapon in the other. Corsairs like using this ability when boarding an enemy ship, although it can be used in other situations (such as swinging on hanging lamps, etc).

Bonus Feat: At 2nd level, a corsair receives a bonus feat that must be chosen from the fighter list, but excluding those available only to fighters (such as weapon specialization).

Steel Liver (Ex): Starting at 2nd level, a corsair can imbibe massive amounts of alcoholic drinks. He receives a +4 bonus to fortitude saving throws related to avoid getting drunk or falling unconscious. This bonus increases in +1 every 4 levels after the second.

Bravado (Ex): At 4th level a corsair is so confident in himself that he receives an AC bonus equal to his Charisma bonus (if any). This bonus to AC applies even against touch attacks or when the corsair is flat-footed. He loses this bonus when he is immobilized or helpless or when he wears any armor other than light. This bonus cannot be higher than +1 every four corsair levels.

Cannon's Demon: At 5th level, when firing a ship's cannon, a corsair deals an extra 1d6 damage to the target. This damage increases by 1d6 every five corsair levels thereafter.

Pirate With Style (Ex): At 6th level, a corsair must choose a combat style between the following. The benefits of the corsair's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  • Fencer: He is treated as having the Weapon Finesse feat.
  • Defense Master: He is treated as having Uncanny Dodge: he can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a corsair already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
  • Gunpowder Addict: When fighting with pistols or other one-handed firearms, he is treated as having the Precise Shot feat, even if he does not have the normal prerequisites.
  • Reckless Fighting: He is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites.
  • Cutlass' Comrade: When fighting with a cutlass, he is treated as having the Cleave feat, even if he does not have the normal prerequisites.

Wit (Ex): At 8th level, the corsair has the ability to think quickly and accurately when needed, so he can find solutions in just a moment’s thought. He receives a +2 bonus on Bluff, Sense Motive and initiative checks. In addition he can take 10 in Knowledge (Geography) and Knowledge (Local) checks as a move action, even while distracted.

Crew: At 9th level, if the corsair owns a ship and he is the captain, he receives the feat Leadership, but the cohort and followers come as loyal crew (at least initially). If he owns no ship and/or is not the captain he does not gain this benefit until he meets those prerequisites.

Piracy: On attaining 10th level, and at every two levels thereafter (12th, 14th, etc), a corsair gains a special ability of his choice from among the following options. He cannot choose the same ability twice:

Evasion (Ex): If a corsair makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a corsair is wearing light armor or no armor. A helpless pirate does not gain the benefit of evasion.

Dirty Play (Ex): When a corsair fights unarmed or with improvised weapons (such as broken bottles, chairs, etc.) he deals an additional 1d6 damage per successful hit.

Pirate With Manners (Ex): His chosen style improves (the benefits of the corsair's chosen improved style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor):

  • Fencer: When fighting with finesseable weapons, he is treated as having the Improved Feint feat, even if he does not have the normal prerequisites.
  • Defense Master: He is treated as having Improved Uncanny Dodge: he can no longer be flanked. This defence denies a rogue the ability to sneak attack the pirate by flanking him, unless the attacker has at least four more rogue levels than the target has pirate levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
  • Gunpowder Addict: He is treated as having the Quick Draw feat. (Pirates with this combat style usually have their belts full of pistols).
  • Reckless Fighting: He is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites.
  • Cutlass' Comrade: When fighting with a cutlass, he is treated as having the Improved Disarm feat, even if he does not have the normal prerequisites.

Looting (Ex): Just with a glance, a corsair can discern the most valuable item in a treasure. If he has success in an Appraise check (DC 15) he knows what item has the highest price, although he does not know the exact price. He must be able to see the treasure to use this ability. Using this ability requires a standard action; if the item is in within reach, he can pick it (usually throwing it to a sack he holds) as a move action. He can go on rolling each round to know the second most valuable item, third, etc.

Sea Dog: The corsair becomes so certain in the use of certain skills when he is on a ship that he can use them reliably even under adverse conditions.

Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. He benefits from this ability only when he is on a ship.

Intidimidating Gaze (Ex): This ability can be chosen only by a corsair with 12 or more ranks in Intimidate. Intimidating gaze allows the corsair to use the Intimidate skill just staring at his opponent, without need to talk. Doing it this way, he receives a +2 bonus on his roll. He must be able to have eye contact with the target to use this ability.

Scurvy Dog (Su): This ability can be chosen only by a corsair with Intimidating Gaze. A Scurvy Dog is continually surrounded by a fearful aura with a radius of 10 feet. Any creature that enters into the area becomes frightened. If the subject succeeds on a Will save (DC 10 + ½ the corsair’s level + the corsair’s Charisma modifier), it is shaken for 1 round instead. Creatures with 6 or more Hit Dice are immune to this effect.

Hoist the Flag! (Su): This ability can be chosen only by a corsair who has the Scurvy Dog ability. If a corsair with Hoist the Flag! is the captain of a ship and orders his crew to run up the ship's flag, each creature who sees that flag (excluding the corsair’s allies) becomes panicked unless it succeeds on a Will save (DC 10 + ½ the corsair’s level + the corsair’s Charisma modifier). If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round instead. Creatures with 10 or more Hit Dice are immune to this effect.

Lord of the Seas (Ex): This ability can be chosen only by a corsair of at least 17th level with 20 or more ranks in Profession (Sailor) who has the Sea Dog ability. If the corsair is the captain of a ship and the crew follows his orders, the corsair is able to use the skills Hide and Move Silently with the whole ship. Furthermore, the crew may take advantage of the corsair's Cannon's Demon damage modifier while following his commands.